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@ -962,7 +962,6 @@ void DrawEngineVulkan::DoFlush() {
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// We let the framebuffer manager handle the clear. It can use renderpasses to optimize on tilers.
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// If non-buffered though, it'll just do a plain clear.
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// TODO: Don't we need to rescale result.depth if we use GPU_SCALE_DEPTH_FROM_24_TO_16_BIT and similar?
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framebufferManager_->NotifyClear(gstate.isClearModeColorMask(), gstate.isClearModeAlphaMask(), gstate.isClearModeDepthMask(), result.color, result.depth);
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int scissorX1 = gstate.getScissorX1();
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